Game apparatus, computer program, and storage medium

ABSTRACT

A game apparatus includes a processor and a memory. The memory stores question-and-answer data that includes first data and second data. The processor selectively executes a process of assigning the first data to setting a question and the second data to checking an answer to the question and a process of assigning the second data to setting a question and the first data to checking an answer to the question, and performs a question-and-answer process according to the result of assignment. Therefore, the game apparatus can make a plurality of questions by using identical question-and-answer data.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to game apparatuses, computer programs,and storage media.

2. Related Art

A game apparatus of a question-and-answer game type sets a question fora player, receives an answer to the set question from the player,determines whether the received answer is correct, and makes a judgmentin accordance with the determination. If data for setting the questionand determining whether the answer is correct (hereafter,question-and-answer data) is prepared for each question and answer, therequired storage capacity of a memory for storing thequestion-and-answer data will increase with an increasing number ofquestions that can be set.

Japanese Patent No. 3709513 discloses a game apparatus for a game whosescenario depends on the player's choice among a plurality of options. Inthe game apparatus, the number of presented options decreases as timepasses from when the player is prompted to select one from the pluralityof options. This technology will make it possible to set a plurality ofquestions having different numbers of options in accordance withidentical question-and-answer data. Japanese Unexamined PatentApplication Publication No. 2005-338372 discloses a study supportapparatus that can display or hide a part of a sentence concerning a setquestion in units of words. The technology will make it possible to seta plurality of questions by displaying or hiding different words of asentence concerning a question in accordance with identicalquestion-and-answer data. With those technologies, it is possible toreduce the storage capacity required for the number of questions thatcan be set.

SUMMARY OF THE INVENTION

With the above-described technologies and their applications,question-and-answer data used to set a plurality of questions shouldstill include data that will not be required by a particular questionand answer. For example, in an application of the technology disclosedin Japanese Patent No. 3709513, question-and-answer data must containdata of options that will not be needed by a question and answerpresenting a small number of options. The technology disclosed inJapanese Unexamined Patent Application Publication No. 2005-338372requires question-and-answer data containing correct-answer data thatwill not be needed in a particular question and answer.

In view of the problems described above, it is an object of the presentinvention to provide a game apparatus of a question-and-answer gametype, a computer program, and a storage medium in which a plurality ofquestions can be set by using identical question-and-answer data and inwhich it is sufficient if the question-and-answer data includes justdata used in common for a question-and-answer session with a pluralityof questions.

Terms used in this description will be explained first.

A game is an activity having several rules concerning the result of asession. The game may be a multi-player game, in which two or moreparticipating players or participating teams compete or cooperate withone another; a single-player game or a one-person game, in which asingle participating player plays for pleasure or to achieve a goal; ora puzzle. In this description, the single-player game will be describedas an example. The present invention, however, is not limited tosingle-player games and covers many other types of games. Themulti-player games include individual evaluation games, in which theresult of each session is evaluated for each participating player, andteam evaluation games, in which the result of each session is evaluatedfor each participating team formed by participating players. Themulti-player games include competition games, in which the participatingplayers or participating teams compete with one another in each session,and cooperation games, in which the participating players cooperate withone another. The competition games include fighting games, in which theparticipating players or participating teams play against one another.

A session of a game is a single series of actions carried out by theplayer in the game. In a single game, the same player may repeat aplurality of sessions, and a plurality of players may have a pluralityof sessions concurrently. A person that can participate in each sessionis called a player of the session or the game. A person who is notplaying or has never played the game may be called a player in the sensethat the person can be a player. A player who is actually playing thegame or actually played the game is called a participating player of thegame. The result of each session is a judgment given to theparticipating player in the session. The result of the session may bevictory or defeat, a ranking, or a score.

A computer game is a game implemented by a computer. The computer usedto implement each computer game is called a game apparatus of thecomputer game. The game apparatus of the computer game having a userinterface with the player of the computer game for operations in thegame is called a game terminal. The game terminal can implement a singlecomputer game or can implement a plurality of computer games. A systemhaving game apparatuses of each computer game is generically referred toas a game system of the computer game.

A place where the game terminal is provided is called a game place. Gameplaces include facilities (such as game arcades) where visitors can usethe game terminal at a charge and private houses where the game terminalis provided. In the former game place, the visitors mainly become theusers of the game terminal and the players of the computer game. In thelatter game place, the residents mainly become the users of the gameterminal and the players of the computer game. The game terminalprovided in the former game place (a type of arcade game apparatus)generally has a function to collect the fee from the users. The gameterminal provided in the latter game place (a type of home gameapparatus) does not generally have the fee collection function.

The game apparatuses or game systems can implement a single computergame or a plurality of computer games. The game systems may have asingle game terminal or a plurality of game terminals or may have aplurality of game apparatuses. The game systems having a plurality ofgame apparatuses include a game system that uses a single networkcontaining all the game apparatuses as nodes (network game system).

Network is a general term for systems which have terminals and arestructured to allow data exchange among a plurality of terminal nodesincluded. The network may have terminal nodes assigned internally uniquecommunication addresses (such as Internet Protocol (IP) addresses) toallow data exchange among the terminal nodes by using the communicationaddresses. The terminal node is a general term for nodes which belong tothe network and function as terminals on the network. Node is a generalterm for apparatuses or systems that perform transmission or receptionin the network containing the node. The node can be a computer or anetwork. A network containing a plurality of networks as nodes is calledan inter-network. An example of the inter-network is the Internet.

The network game systems having a plurality of game terminals includemaster-slave game systems, server-client game systems, and peer-to-peergame systems. A game terminal serving as a master and a game terminalserving as a slave are determined statically in some master-slave gamesystems and dynamically in other master-slave game systems. A gameapparatus serving as a server and a game terminal serving as a clientare determined statically in some server-client game systems anddynamically in other server-client game systems, or a single gameterminal functions as both the server and the client in some otherserver-client game systems.

Computer is a general term for data processing apparatuses that have amemory for storing data and a processor for executing a computer programsaved in the memory. Data is a general term for information expressed ina form that can be recognized by machines such as computers. The datainclude information expressed electrically, information expressedmagnetically, and information expressed optically. Information is ageneral term for things that can be expressed as data. Memory is ageneral term for devices that keep written data in such a manner thatthey can be read out. The memories include semiconductor memories,magnetic memories, and optical memories. Computer program is a generalterm for sets of data that express instructions and indicate aprocessing procedure. One type of computer program has the computerexecute a computer game. Processor is a general term for devices thatinclude a set of instructions and execute a computer program, which is aset of data expressing instructions of the included set of instructions,by performing processes for executing the instructions expressed by thedata in the computer program, in the procedure indicated in the computerprogram. The processor can be a single central processing unit (CPU) ora group of CPUs.

The computer may have an interface to the outside. The interface to theoutside may have an input unit for inputting information or data fromthe outside and an output unit for outputting information or data to theoutside. Input of information is a general term for actions to generatedata expressing external information by detection or measurement. Theinput unit may be a sensor, a button, or a keyboard. Output ofinformation is a general term for actions to give information expressedas data in a form that can be perceived by humans. The forms that can beperceived by humans include light, sound, and vibration. Informationoutput as light includes a displayed image and the blinking of a light.Information output as sound includes sound produced by a speaker or asound producing mechanism driven by a solenoid, such as ringing of abell. Information output as vibration includes the vibration of anoscillator.

The present invention will be described next.

The present invention provides a game apparatus that includes a firstmemory for storing first data and second data in association with eachother; a first data assigner for selectively executing a first assigningprocess of assigning the first data to setting a question and the seconddata to checking an answer to the question, and a second assigningprocess of assigning the second data to setting a question and the firstdata to checking an answer to the question; and a firstquestion-and-answer processor for setting a question for a player on thebasis of the first data, receiving an answer to the set question fromthe player, and determining whether the received answer is correct onthe basis of the second data, when the first data assigner executes thefirst assigning process, and for setting a question for the player onthe basis of the second data, receiving an answer to the set questionfrom the player, and determining whether the received answer is correcton the basis of the first data, when the first data assigner executesthe second assigning process.

With this game apparatus, when a correct answer to a question made byusing the first data is included in the second data, and when a correctanswer to a question made by using the second data is included in thefirst data, a plurality of questions can be made by usingquestion-and-answer data that includes the first data and the seconddata.

In addition, with this game apparatus, when the first data assignerexecutes the first assigning process, a question is made by using thefirst data, and whether the answer to the question is correct isdetermined based on the answer and the second data; and when the firstdata assigner executes the second assigning process, a question is madeby using the second data, and whether the answer to the question iscorrect is determined based on the answer and the first data. Therefore,it is sufficient if the question-and-answer data includes the first dataand the second data, which are used in common for a question-and-answersession with a plurality of questions.

In a game method according to the present invention, first data andsecond data are stored in a first memory in association with each other;a first assigning process of assigning the first data to setting aquestion and the second data to checking an answer to the question, anda second assigning process of assigning the second data to setting aquestion and the first data to checking an answer to the question areexecuted selectively; and, when the first data assigning process isexecuted, a question is set on the basis of the first data, an answer tothe set question is received, and whether the received answer is correctis determined on the basis of the second data, and, when the secondassigning process is executed, a question is set on the basis of thesecond data, an answer to the set question is received, and whether thereceived answer is correct is determined on the basis of the first data.

The present invention also provides a game apparatus that includes asecond memory for storing third data, fourth data, and fifth data inassociation with each other; a second data assigner for selectivelyexecuting a third assigning process of assigning the whole of the thirddata to setting a question and the whole of the fourth data topresenting answer options to the question, and a fourth assigningprocess of assigning a part of the third data to setting a question andthe remainder of the third data and the whole of the fourth data topresenting answer options to the question; and a secondquestion-and-answer processor for setting a question for a player on thebasis of the third data, presenting a plurality of answer options forthe player on the basis of the fourth data, receiving a choice made bythe player from among the plurality of answer options, and determiningwhether the choice is correct on the basis of the fifth data, when thesecond data assigner executes the third assigning process, and forsetting a question for the player on the basis of the part of the thirddata, presenting a plurality of answer options for the player on thebasis of the remainder of the third data and the fourth data, receivinga choice made by the player from among the plurality of answer options,and determining whether the choice is correct on the basis of the fifthdata, when the second data assigner executes the fourth assigningprocess.

With this game apparatus, when a correct answer to a question made byusing a part of the third data is included in the fifth data and anincorrect answer to the question is included in the remainder of thethird data, or when an incorrect answer to a question made by using apart of the third data is included in the fifth data and a correctanswer to the question is included in the remainder of the third data, aplurality of questions can be made by using question-and-answer datathat includes the third data, the fourth data, and the fifth data.

In addition, with this game apparatus, when the second data assignerexecutes the third assigning process, a question is set on the basis ofthe third data, a plurality of answer options to the question ispresented on the basis of the fourth data, and, on the basis of a choicemade among the plurality of answer options and the fifth data, whetherthe choice is correct is determined; and, when the second data assignerexecutes the fourth assigning process, a question is set on the basis ofa part of the third data, a plurality of answer options to the questionis presented on the basis of the remainder of the third data and thefourth data, and, on the basis of a choice made among the plurality ofanswer options and the fifth data, whether the choice is correct isdetermined. Therefore, it is sufficient if the question-and-answer dataincludes the third data, the fourth data, and the fifth data, which areused in common for a question-and-answer session with a plurality ofquestions.

In a game method according to the present invention, third data, fourthdata, and fifth data are stored in a second memory in association witheach other; a third assigning process of assigning the whole of thethird data to setting a question and the whole of the fourth data topresenting answer options to the question, and a fourth assigningprocess of assigning a part of the third data to setting a question andthe remainder of the third data and the whole of the fourth data topresenting answer options to the question are executed selectively; and,when the third assigning process is executed, a question is set for aplayer on the basis of the third data, a plurality of answer options tothe question is presented for the player on the basis of the fourthdata, a choice made by the player from among the plurality of answeroptions is received, and whether the choice is correct is determined onthe basis of the fifth data, and, when the fourth assigning process isexecuted, a question is set for the player on the basis of the part ofthe third data, a plurality of answer options to the question ispresented for the player on the basis of the remainder of the third dataand the fourth data, a choice made by the player from among theplurality of answer options is received, and whether the choice iscorrect is determined on the basis of the fifth data.

The present invention also provides a game apparatus that includes asecond memory for storing third data, fourth data, and fifth data inassociation with each other; a third data assigner for selectivelyexecuting a third assigning process of assigning the whole of the thirddata to setting a question and the whole of the fourth data topresenting answer options to the question, and a fifth assigning processof assigning the whole of the third data and a part of the fourth datato setting a question and the remainder of the fourth data to presentinganswer options to the question; and a third question-and-answerprocessor for setting a question for a player on the basis of the thirddata, presenting a plurality of answer options to the question for theplayer on the basis of the fourth data, receiving a choice made by theplayer from among the plurality of answer options, and determiningwhether the choice is correct on the basis of the fifth data, when thethird data assigner executes the third assigning process, and forsetting a question for the player on the basis of the third data and thepart of the fourth data, presenting a plurality of answer options to thequestion for the player on the basis of the remainder of the fourthdata, receiving a choice made by the player from among the plurality ofanswer options, and determining whether the choice is correct on thebasis of the fifth data, when the third data assigner executes the fifthassigning process.

With this game apparatus, when a correct answer to a question made byusing the third data is included in the fifth data, an incorrect answerto the question is included in a part of the fourth data, and anincorrect answer to the question is included in the remainder of thefourth data; or when an incorrect answer to a question made by using thethird data is included in the fifth data, a correct answer to thequestion is included in a part of the fourth data, and a correct answerto the question is included in the remainder of the fourth data; aplurality of questions can be made by using question-and-answer datathat includes the third data, the fourth data, and the fifth data.

In addition, with this game apparatus, when the third data assignerexecutes the third assigning process, a question is set on the basis ofthe third data, a plurality of answer options to the question ispresented on the basis of the fourth data, and, on the basis of a choicemade among the plurality of answer options and the fifth data, whetherthe choice is correct is determined; and, when the third data assignerexecutes the fifth assigning process, a question is set on the basis ofthe whole of the third data and a part of the fourth data, a pluralityof answer options to the question is presented on the basis of theremainder of the fourth data, and, on the basis of a choice made amongthe plurality of answer options and the fifth data, whether the choiceis correct is determined. Therefore, it is sufficient if thequestion-and-answer data includes the third data, the fourth data, andthe fifth data, which are used in common for a question-and-answersession with a plurality of questions.

In a game method according to the present invention, third data, fourthdata, and fifth data are stored in a second memory in association witheach other; a third assigning process of assigning the whole of thethird data to setting a question and the whole of the fourth data topresenting answer options to the question, and a fifth assigning processof assigning the whole of the third data and a part of the fourth datato setting a question and the remainder of the fourth data to presentinganswer options to the question are executed selectively; and, when thethird assigning process is executed, a question is set for a player onthe basis of the third data, a plurality of answer options to thequestion is presented for the player on the basis of the fourth data, achoice made by the player from among the plurality of answer options isreceived, and whether the choice is correct is determined on the basisof the fifth data, and, when the fifth assigning process is executed, aquestion is set for the player on the basis of the whole of the thirddata and a part of the fourth data, a plurality of answer options to thequestion is presented for the player on the basis of the remainder ofthe fourth data, a choice made by the player from among the plurality ofanswer options is received, and whether the choice is correct isdetermined on the basis of the fifth data.

The present invention also provides a computer program and acomputer-readable storage medium having the computer program recordedthereon. The computer program makes a game apparatus that includes afirst memory for storing first data and second data in association witheach other function as: a first data assigner for selectively executinga first assigning process of assigning the first data to setting aquestion and the second data to checking an answer to the question, anda second assigning process of assigning the second data to setting aquestion and the first data to checking an answer to the question; and afirst question-and-answer processor for setting a question for a playeron the basis of the first data, receiving an answer to the set questionfrom the player, and determining whether the received answer is correcton the basis of the second data, when the first data assigner executesthe first assigning process, and for setting a question to the player onthe basis of the second data, receiving an answer to the set questionfrom the player, and determining whether the received answer is correcton the basis of the first data, when the first data assigner executesthe second assigning process.

The present invention also provides a computer program and acomputer-readable storage medium having the computer program recordedthereon. The computer program makes a game apparatus that includes asecond memory for storing third data, fourth data, and fifth data inassociation with each other function as: a second data assigner forselectively executing a third assigning process of assigning the wholeof the third data to setting a question and the whole of the fourth datato presenting answer options to the question, and a fourth assigningprocess of assigning a part of the third data to setting a question andthe remainder of the third data and the whole of the fourth data topresenting answer options to the question; and a secondquestion-and-answer processor for setting a question for a player on thebasis of the third data, presenting a plurality of answer options to thequestion for the player on the basis of the fourth data, receiving achoice made by the player from among the plurality of answer options,and determining whether the choice is correct on the basis of the fifthdata, when the second data assigner executes the third assigningprocess, and for setting a question for the player on the basis of thepart of the third data, presenting a plurality of answer options to thequestion for the player on the basis of the remainder of the third dataand the fourth data, receiving a choice made by the player from amongthe plurality of answer options, and determining whether the choice iscorrect on the basis of the fifth data, when the second data assignerexecutes the fourth assigning process.

The present invention also provides a computer program and acomputer-readable storage medium having the computer program recordedthereon. The computer program makes a game apparatus that includes asecond memory for storing third data, fourth data, and fifth data inassociation with each other function as: a third data assigner forselectively executing a third assigning process of assigning the wholeof the third data to setting a question and the whole of the fourth datato presenting answer options to the question, and a fifth assigningprocess of assigning the whole of the third data and a part of thefourth data to setting a question and the remainder of the fourth datato presenting answer options to the question; and a thirdquestion-and-answer processor for setting a question for a player on thebasis of the third data, presenting a plurality of answer options to thequestion for the player on the basis of the fourth data, receiving achoice made by the player from among the plurality of answer options,and determining whether the choice is correct on the basis of the fifthdata, when the third data assigner executes the third assigning process,and for setting a question for the player on the basis of the third dataand the part of the fourth data, presenting a plurality of answeroptions to the question for the player on the basis of the remainder ofthe fourth data, receiving a choice made by the player from among theplurality of answer options, and determining whether the choice iscorrect on the basis of the fifth data, when the third data assignerexecutes the fifth assigning process.

A computer that executes each of the above-described computer programscan make a plurality of questions by using identical question-and-answerdata. In addition, it is sufficient if the question-and-answer dataincludes data that is used in common for a question-and-answer sessionwith the plurality of questions. Instead of a computer-readable storagemedium, a transfer medium (data carrier) that transfers each of theabove-described computer programs can be provided.

ADVANTAGES OF THE PRESENT INVENTION

The present invention provides a game apparatus for aquestion-and-answer game, a computer program therefor, and a storagemedium therefor which allow a plurality of questions to be made by usingidentical question-and-answer data and in which it is sufficient if thequestion-and-answer data includes data that is used in common for aquestion-and-answer session with the plurality of questions.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a view showing the appearance of a game apparatus according toan embodiment of the present invention.

FIG. 2 is a view showing an image displayed on a screen of the gameapparatus shown in FIG. 1.

FIG. 3 is a view showing an image displayed on the screen of the gameapparatus shown in FIG. 1.

FIG. 4 is a view showing an image displayed on the screen of the gameapparatus shown in FIG. 1.

FIG. 5 is a view showing an image displayed on the screen of the gameapparatus shown in FIG. 1.

FIG. 6 is a block diagram showing the structure of the game apparatusshown in FIG. 1.

FIG. 7 is a diagram showing the structure of question-and-answer dataused in the game apparatus shown in FIG. 1.

FIG. 8 is a diagram showing the structure of question-and-answer dataused in the game apparatus shown in FIG. 1.

FIG. 9 is a diagram showing the structure of question-and-answer dataused in the game apparatus shown in FIG. 1.

FIG. 10 is a diagram showing the contents of a pattern table used in thegame apparatus shown in FIG. 1.

FIG. 11 is a diagram showing the structure of a common information tableused in the game apparatus shown in FIG. 1.

FIG. 12 is a flowchart illustrating a game process performed by the gameapparatus shown in FIG. 1.

FIG. 13 is a diagram showing example contents of an assignment tableused in the game apparatus shown in FIG. 1.

FIG. 14 is a diagram showing example contents of the assignment tableused in the game apparatus shown in FIG. 1.

FIG. 15 is a diagram showing example contents of the assignment tableused in the game apparatus shown in FIG. 1.

FIG. 16 is a diagram showing example contents of the assignment tableused in the game apparatus shown in FIG. 1.

FIG. 17 is a diagram showing example contents of the assignment tableused in the game apparatus shown in FIG. 1.

FIG. 18 is a diagram showing example contents of the assignment tableused in the game apparatus shown in FIG. 1.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

Preferred embodiments of the present invention will be described belowwith reference to the drawings. Specific structures that will bedescribed below are given merely as examples, and embodiments obtainedby modifying the specific structures will also be included in the scopeof the invention.

FIG. 1 is a view showing the appearance of a game apparatus 100according to an embodiment of the present invention. The figure showsthe appearance of the game apparatus 100 provided as an arcade gameapparatus. The game apparatus 100 may be implemented as a home gameapparatus. The game apparatus 100 is a game terminal for aquestion-and-answer game and implements the question-and-answer game byperforming a game process, which will be described later. In the gameprocess, a question-and-answer process for setting a question andreceiving an answer to the set question and a determination process fordetermining whether the received answer is correct are performedrepeatedly for a plurality of questions. This will be described later indetail.

In front of a housing 110 of the game apparatus 100, the player of thequestion-and-answer game obtains a set question by watching an imagedisplayed on a screen 121 of a display unit 120 (more specifically, amonitor) provided in the housing 110 and by listening to sound outputfrom a speaker 131 provided in the housing 110. The player then answersthe question by bringing a stylus 142 attached to the housing 110 intocontact with the screen 121. The screen 121 is covered with atransparent touch screen 141, so that the answer can be given by usingthe stylus 142.

FIGS. 2 to 5 are views showing example images displayed on the screen121 of the game apparatus 100. FIG. 2 shows an image of a questionrequiring translation of “dog” from Japanese to English. In the shownexample, “dog” in Japanese (inu) corresponds to the set question. FIG. 3shows an image of a question requiring translation of “dog” from Englishto Japanese. In the example, “dog” in English corresponds to the setquestion.

FIG. 4 shows an image of a question requiring selection of one optionindicating a primary color of light, except red or blue, from threeoptions. In the example, the set question corresponds to two parts:“Choose a primary color of light except the color(s) specified below”and “Specified color(s): Red, Blue”. FIG. 5 shows an image of a questionrequiring selection of one option indicating a primary color of light,except red, from four options. In the example, the set questioncorresponds to two parts: “Choose a primary color of light except thecolor(s) specified below” and “Specified color(s): Red”.

In the examples shown in FIGS. 4 and 5, when the player of thequestion-and-answer game brings the stylus 142 into contact with imagesof buttons corresponding to a plurality of options (for example,“Purple”, “Yellow”, and “Green” in FIG. 4) at any position, the gameapparatus 100 receives the selection of the option corresponding to theimage of the button touched by the stylus 142. The images of the buttonscorresponding to the options present the options.

FIG. 6 is a block diagram showing the structure of the game apparatus100. As shown in the figure, the game apparatus 100 includes a processor150 for performing various data processes (a first data assigner, afirst question-and-answer processor, a second data assigner, a secondquestion-and-answer processor, a third data assigner, and a thirdquestion-and-answer processor), an operation unit 140 for supplying theprocessor 150 with operation data corresponding to an operationperformed by the player, the display unit 120 for displaying an image onthe screen 121 by using image data supplied from the processor 150, asound generator 130 for emitting sound from a speaker 131 by using sounddata supplied from the processor 150, and a memory 160 for storingvarious types of data (a first memory and a second memory).

The operation unit 140 has the touch screen 141 and the stylus 142.

The touch screen 141 supplies the processor 150 with the operation datacorresponding to the position touched by the stylus 142. The operationunit 140 is an input unit for entering information from the outside. Thedisplay unit 120 and the sound generator 130 are output units foroutputting information to the outside. In a different embodiment, avideo projector may be provided as an output unit, instead of thedisplay unit 120. In that case, the screen 121 will be a screen ontowhich an image is projected.

The storage area of the memory 160 is divided into a volatile region R1,which requires power to maintain the stored information, and anonvolatile region R2, which does not require power. The nonvolatileregion R2 is divided into a non-rewritable region R21, where storedinformation cannot be rewritten, and a rewritable region R22, wherestored information can be rewritten. The volatile region R1 isimplemented by a random access memory (RAM), the non-rewritable regionR21 is implemented by a read only memory (ROM), and the rewritableregion R22 is implemented by a hard disk, for instance.

Written into the volatile region R1 are correct-answer count data 161,which indicates the number of correct answers made by a single player ina single session of a question-and-answer game, andquestion-and-answer-process count data 162, which indicates the numberof question-and-answer processes completed in a single session. Thecorrect-answer count data 161 is used to display the number of correctanswers, and the question-and-answer-process count data 162 is used todisplay a set question number (“02” in FIG. 2). The set question numberindicates the position of a set question in a session of thequestion-and-answer game, and the number can be obtained by adding ‘1’to the question-and-answer process count. In the volatile region R1, anassignment table 167, which will be described later, is provided.

In the non-rewritable region R21, a computer program 166 is kept. Thecomputer program 166 is a computer program for having the game apparatus100 execute a game process, which will be described later, and isexecuted by the processor 150. In the rewritable region R22, a largenumber of pieces of question-and-answer data 163 are written. A patterntable 164 and a common information table 165 are also held in therewritable region R22.

FIGS. 7 to 9 are diagrams showing the structures of thequestion-and-answer data 163 used by the game apparatus 100. As shown inthe figures, each piece of question-and-answer data 163 includes aquestion-and-answer type data, which indicates a question-and-answertype. FIG. 7 shows the structure of the question-and-answer data 163having the question-and-answer type data indicating aquestion-and-answer type 1. FIG. 8 shows the structure of thequestion-and-answer data 163 having the question-and-answer type dataindicating a question-and-answer type 2. FIG. 9 shows the structure ofthe question-and-answer data 163 having the question-and-answer typedata indicating a question-and-answer type 3. As clearly shown by thefigures, the structure of the question-and-answer data 163 depends onthe question-and-answer type. The structure shown in FIG. 7 will bereferred to as a first structure, the structure shown in FIG. 8 will bereferred to as a second structure, and the structure shown in FIG. 9will be referred to as a third structure.

The question-and-answer data 163 having the first structure shown inFIG. 7 corresponds to a type of question-and-answer which requires aword corresponding to another word given in a set question as an answer(such as a question requiring translation of a word given in the setquestion into a different language), as shown in FIGS. 2 and 3, and thedata is used to set the question and to determine whether a correctanswer is made. In the session of the question-and-answer game, thequestion-and-answer data 163 of the first structure is used to set thequestion and to determine whether the answer is correct. Thequestion-and-answer data 163 of the first structure includes first dataand second data, as well as the question-and-answer type data. Thememory 160 is a first memory which stores the first data and the seconddata and associates them with each other. The first data is text datarepresenting a Japanese word. The second data is text data representingan English word.

The question-and-answer data 163 of the second structure shown in FIG. 8corresponds to a type of question-and-answer which demands the player toselect one answer option to the set question from a plurality of answeroptions, as shown in FIGS. 4 and 5. The data is used to set thequestion, to present answer options, and to determine whether the answeris correct. In the session of the question-and-answer game, thequestion-and-answer data 163 of the second structure is used to set thequestion, to present answer options, and to determine whether the answeris correct. The question-and-answer data 163 of the second structureincludes third data, fourth data, and fifth data, as well as thequestion-and-answer type data. The third data is text data indicatingthe text of a question. The fourth data is a set of three unit dataitems representing different answer options. Each unit data item is atext data item. The fifth data is data indicating an incorrect answeroption among the answer options.

The question-and-answer data 163 of the third structure shown in FIG. 9corresponds to a type of question-and-answer which demands the player toselect one answer option to the set question from a plurality of answeroptions, as shown in FIGS. 4 and 5. The use of the data is the same asthe question-and-answer data 163 of the second structure. The thirdstructure is similar to the second structure, but the fourth dataincluded in the question-and-answer data 163 of the third structure is aset of four unit data items. As shown in FIGS. 8 and 9, the memory 160is a second memory which stores the third data, the fourth data, and thefifth data in association with one another.

FIG. 10 is a diagram showing the contents of the pattern table 164 usedin the game apparatus 100. As shown in the figure, the pattern table 164is a data table listing combinations of question-and-answer types andpattern types with use assignment patterns in a one-to-one relationship.The pattern table 164 includes the question-and-answer type data,pattern-type data representing the pattern type, and pattern datarepresenting a use assignment pattern.

The use assignment pattern is a combination (pattern) of a plurality ofsets of data except the question-and-answer type data in thequestion-and-answer data 163 and uses assigned to the sets of data. Thesets of data to which uses are assigned by the use assignment patternare the first data and the second data in the question-and-answer data163 of the first structure shown in FIG. 7 and the third data, thefourth data, and the fifth data in the question-and-answer data 163 ofthe second structure shown in FIG. 8 or the question-and-answer data 163of the third structure shown in FIG. 9.

Each question-and-answer type is assigned a plurality of different useassignment patterns. The plurality of use assignment patterns associatedwith the single question-and-answer type are identified by differentpattern types. Details of the use assignment patterns are as shown inFIG. 10. For example, in the use assignment pattern of pattern type 1for question-and-answer type 1, the first data shown in FIG. 7 isassigned to setting a question, and the second data shown in FIG. 7 isassigned to checking an answer to the question. In the use assignmentpattern of pattern type 2 for question-and-answer type 1, the seconddata shown in FIG. 7 is assigned to setting a question and the firstdata shown in FIG. 7 is assigned to checking an answer to the question.

FIG. 11 is a diagram showing the structure of the common informationtable 165 used in the game apparatus 100. As shown in the figure, thecommon information table 165 is a data table associatingquestion-and-answer types with common information in a one-to-onerelationship. The common information table 165 stores thequestion-and-answer type data and common information data representingcommon information. Common information is information (such as a phrase)used in common in a plurality of questions and answers of the samequestion-and-answer type. For example, the common information ofquestion-and-answer type 1 includes character strings such as “Translatethe following”, “Japanese”, “English”, and “Write your answer in the boxat the right one character at a time” in the image shown in FIG. 2.

FIG. 12 is a flowchart illustrating the game process performed by thegame apparatus 100. The game period of each session of thequestion-and-answer game starts with the start of the game processimplementing the session and ends before the game process ends. Prior tothe start of the game process, the processor 150 initializes thecorrect-answer count data 161 and the question-and-answer-process countdata 162. The correct-answer count and the question-and-answer-processcount are both ‘0’ at the start of the game process. The game processwill be described below in detail.

The processor 150 first saves the assignment table 167 in the volatileregion R1 and specifies one piece of question-and-answer data 163 to beused in the next question-and-answer process (hereafter, targetquestion-and-answer data) among the plurality of pieces ofquestion-and-answer data 163 (step S1). The processor 150 specifies thetarget question-and-answer data by selecting that data from the largenumber of pieces of question-and-answer data 163 retained in therewritable region R22 and reading that data. The rule for selecting thetarget question-and-answer data can be changed. For example, theprocessor 150 may select one piece of question-and-answer data 163 atrandom or may select one on the basis of the operation data from theoperation unit 140. Selection of identical question-and-answer data 163may be avoided in a single session.

The processor 150 then references the pattern table 164 and specifiespattern data to be used in the next question-and-answer process(hereafter, target pattern data) (step S2). More specifically, as thetarget pattern data, the processor 150 selects one of the plurality ofsets of pattern data (data representing use assignment patterns)associated with the question-and-answer type represented by thequestion-and-answer type data of the target question-and-answer data inthe pattern table 164, and reads that set of data. The rule forselecting the target pattern data can be changed. For example, theprocessor 150 may select one of the plurality of sets of pattern data atrandom or may select one target pattern data on the basis of theoperation data from the operation unit 140.

Then, the processor 150 performs a use assignment process for assigninguses to a plurality of sets of data other than the question-and-answertype data in the target question-and-answer data (step S3). Morespecifically, the processor 150 associates the plurality of sets of datain the target question-and-answer data with use data representing theuses of the data in a one-to-one relationship and stores them in theassignment table 167. After storing them, the contents of the assignmenttable 167 depend on the question-and-answer type (structure) of thetarget question-and-answer data and the pattern type of the targetpattern data. The individual data of the target question-and-answer datais assigned the uses specified by the target pattern data selected instep S2.

FIGS. 13 to 18 are diagrams showing the contents of the assignment table167 used in the game apparatus 100. FIGS. 13 and 14 show the assignmenttable 167 obtained when the question-and-answer type in the targetquestion-and-answer data is ‘1’ (when the target question-and-answerdata has the first structure (see FIG. 7)). The assignment table 167shown in FIG. 13 can be obtained when the pattern type in the targetpattern data is ‘1’ (see FIG. 10). The first data is assigned to settinga question, and the second data is assigned to checking an answer to thequestion. The assignment table 167 shown in FIG. 14 is obtained when thepattern type in the target pattern data is ‘2’. The second data isassigned to setting a question and the first data is assigned tochecking an answer to the question.

In step S3, if the question-and-answer type in the targetquestion-and-answer data is ‘1’, the processor 150 functions as a firstdata assigner, which selectively performs a first assigning process ofassigning the first data to setting a question and the second data tochecking an answer to the question (FIG. 13) and a second assigningprocess of assigning the second data to setting a question and the firstdata to checking an answer to the question (FIG. 14), in accordance withthe pattern type in the target pattern data.

FIGS. 15 and 16 show the assignment table 167 that can be obtained whenthe question-and-answer type is ‘2’ in the target question-and-answerdata (when the target question-and-answer data has the second structure(see FIG. 8)). The assignment table 167 shown in FIG. 15 is obtainedwhen the pattern type in the target pattern data is ‘1’. The third datais assigned to setting a question, and the fourth data is assigned topresenting answer options to the question. The assignment table 167shown in FIG. 16 is obtained when the pattern type in the target patterndata is ‘2’. Part A of the third data (see FIG. 8) is assigned tosetting a question, and part B of the third data (see FIG. 8) and thefourth data are assigned to presenting answer options to the question.Part A in the third data corresponds to data representing “Choose aprimary color of light except the color(s) specified below” and“Specified color(s): Red”. Part B corresponds to data representing“Blue”. As shown in FIG. 15 or 16, if the question-and-answer type inthe target question-and-answer data is ‘2’, the fifth data is assignedto checking an answer to the question, irrespective of the pattern typein the target pattern data.

In step S3, if the question-and-answer type in the targetquestion-and-answer data is ‘2’, the processor 150 functions as a seconddata assigner, which selectively performs a third assigning process ofassigning the whole of the third data to setting a question and thewhole of the fourth data to presenting answer options to the question(FIG. 15) and a fourth assigning process of assigning a part of thethird data to setting a question and the remainder of the third data andthe whole of the fourth data to presenting answer options to thequestion (FIG. 16), in accordance with the pattern type in the targetpattern data, as shown in FIGS. 15 and 16.

FIGS. 17 and 18 show the assignment table 167 that can be obtained whenthe question-and-answer type is ‘3’ in the target question-and-answerdata (when the target question-and-answer data has the third structure(see FIG. 9)). The assignment table 167 shown in FIG. 17 can be obtainedwhen the pattern type in the target pattern data is ‘1’. The third datais assigned to setting a question, and the fourth data is assigned topresenting answer options to the question. The assignment table 167shown in FIG. 18 can be obtained when the pattern type in the targetpattern data is ‘2’. The third data and part C of the fourth data (seeFIG. 9) are assigned to setting a question, and part D of the fourthdata (see FIG. 9) is assigned to presenting answer options to thequestion. Part D in the fourth data corresponds to data representing“Purple”, “Yellow”, and “Green”. Part C corresponds to data representing“Blue”. As shown in FIG. 17 or 18, if the question-and-answer type inthe target question-and-answer data is ‘3’, the fifth data is assignedto checking an answer to the question, irrespective of the pattern typein the target pattern data.

In step S3, if the question-and-answer type in the targetquestion-and-answer data is ‘3’, the processor 150 functions as a thirddata assigner, which selectively performs a third assigning process ofassigning the whole of the third data to setting a question and thewhole of the fourth data to presenting answer options to the question(FIG. 17) and a fifth assigning process of assigning the whole of thethird data and a part of the fourth data to setting a question and theremainder of the fourth data to presenting answer options to thequestion (FIG. 18), as shown in FIGS. 17 and 18. In the use assignmentin this embodiment, the presented answer options include at least onecorrect option.

The processor 150 next performs the question-and-answer process (stepS4). In the question-and-answer process, the processor 150 performs aquestion setting process for setting a question (step S4A) and areception process for receiving an answer to the set question from theplayer (step S4B) in parallel. In the question setting process, theprocessor 150 references the assignment table 167 and sets a question byusing the data assigned to setting a question in step S3, among aplurality of sets of data in the target question-and-answer data. Forexample, if the first data is assigned to setting a question, as shownin FIG. 13, in a session of the question-and-answer game, the processor150 functions as a question setting unit for setting a question by usingthe first data (such as the question requiring translation of a wordrepresented by the first data, as shown in FIG. 2). If the assignmentshown in FIG. 18 is executed, the processor 150 sets a question on thebasis of the third data and part C of the fourth data, of the targetquestion-and-answer data. In the question setting process, commoninformation (a phrase) associated with the question-and-answer type ofthe target question-and-answer data in the common information table 165stored in the memory 160 is used as common text in a plurality ofquestions of the same question-and-answer type.

If the question-and-answer type of the target question-and-answer datais ‘2’ or ‘3’, the processor 150 functions as a presenting unit forpresenting a plurality of answer options in the question settingprocess, using the data assigned to presenting answer options to thequestion in step S3, among the plurality of sets of data in the targetquestion-and-answer data. For example, if the fourth data is assigned topresenting answer options to the question, as shown in FIG. 15, theprocessor 150 displays the plurality of options represented by aplurality of unit data items of the fourth data together with thequestion, on the screen 121 of the display unit 120. If the assignmentshown in FIG. 16 is executed, the processor 150 presents the pluralityof answer options to the question on the basis of part B of the thirddata and the fourth data of the target question-and-answer data.

In the reception process in step S4B, the processor 150 determineswhether the answer from the player has been received (step S4B1). If theresult is negative, the processor 150 determines whether the elapsedtime since the start of the reception process has exceeded a time limit(step S4B2). If the result is negative, the process returns to stepS4B1. In other words, the processor 150 continues to function as areception unit for receiving an answer to the set question until theanswer from the player is received or until the elapsed time exceeds thetime limit. The time limit is a period of time specified beforehand tolimit the period for receiving the answer from the player, which can be60 seconds, for instance. The start point of the question settingprocess agrees with the start point of the reception process in thepresent embodiment, but that is not a requirement.

The determination made in step S4B1 depends on the question-and-answertype of the target question-and-answer data. For example, if thequestion-and-answer type of the target question-and-answer data is ‘1’,the determination becomes affirmative when the predetermined period oftime has elapsed since the stylus 142 last touches the touch screen 141.Otherwise, the determination becomes negative. If thequestion-and-answer type of the target question-and-answer data is ‘2’or ‘3’, when the stylus 142 touches any position in the plurality ofimages of buttons corresponding to the answer options (when one optionis selected from the plurality of presented answer options), thedetermination becomes affirmative. Otherwise, the determination becomesnegative.

An image displayed on the screen 121 in the question-and-answer processdepends on a combination of target question-and-answer data, itsquestion-and-answer type, and the pattern type of the target patterndata. For example, if the question-and-answer type of the targetquestion-and-answer data selected in step S1 is ‘1’, when the patterntype is ‘1’, the image shown in FIG. 2 is displayed. When the patterntype is ‘2’, the image shown in FIG. 3 is displayed. If thequestion-and-answer type of the target question-and-answer data is ‘2’,when the pattern type is ‘1’, the image shown in FIG. 4 is displayed.

When the pattern type is ‘2’, the image shown in FIG. 5 is displayed. Ifthe question-and-answer type of the target question-and-answer data is‘3’, when the pattern type is ‘2’, the image shown in FIG. 5 isdisplayed. When the pattern type is ‘1’, the image shown in FIG. 4 isdisplayed. As shown in those figures, in the question-and-answerprocess, the correct-answer count (‘01’ in FIG. 2), the set questionnumber (‘02’ in FIG. 2), and the time left before the time limit (‘49’in FIG. 2) are also displayed on the screen 121.

When the determination made in step S4B1 or S4B2 in the receptionprocess becomes affirmative, the processor 150 ends thequestion-and-answer process and goes to the next process.

If the question-and-answer process has ended with an affirmativedetermination in step S4B2, that is, if the question-and-answer processhas ended because the elapsed time has exceeded the time limit, theprocessor 150 performs an incorrect-answer process (step S5). Theprocessor 150 supplies the display unit 120 with image data forreporting that the answer is incorrect and supplies the sound generator130 with sound data for reporting that the answer is incorrect. Then,the fact that the answer is incorrect is reported to the player byinformation displayed by the display unit 120 and sound generated by thesound generator 130. In the incorrect-answer process, the processor 150updates the question-and-answer-process count data 162 to increment thequestion-and-answer-process count by ‘1’.

If the question-and-answer process has ended with an affirmativedetermination in step S4B1, that is, if the question-and-answer processhas ended because the answer has been received, the processor 150determines whether the answer is correct on the basis of the receivedanswer and the data assigned to checking the answer, of the plurality ofsets of data in the target question-and-answer data (step S6). If thesecond data is assigned to checking an answer, as shown in FIG. 13, theprocessor 150 determines whether the answer is correct on the basis ofthe second data of the target question-and-answer data. If thequestion-and-answer type of the target question-and-answer data is ‘2’or ‘3’ (as shown in FIGS. 15 to 18), the processor 150 determineswhether the answer option selected by the player is correct, on thebasis of the fifth data of the target question-and-answer data. If thedetermination in step S6 is negative, the process goes to step S5.

If the determination in step S6 is affirmative, the processor 150performs a correct-answer process (step S7). In the correct-answerprocess, the processor 150 supplies the display unit 120 with image datareporting the player that the answer is correct and supplies the soundgenerator 130 with sound data reporting that the answer is correct.Then, the fact that the answer is correct is reported to the player byinformation displayed by the display unit 120 and sound generated by thesound generator 130. In the correct-answer process, the processor 150also updates the question-and-answer-process count data 162 to incrementthe question-and-answer-process count by ‘1’ and updates thecorrect-answer count data 161 to increment the correct-answer count by‘1’.

As has been described clearly above, in the session of thequestion-and-answer game, if the question-and-answer type of the targetquestion-and-answer data is ‘1’, the processor 150 functions as a firstquestion-and-answer processor for setting a question by using the firstdata, receiving an answer to the set question, and determining whetherthe answer is correct on the basis of the received answer and the seconddata, when the first assigning process is executed (when the first datais assigned to setting a question), and for setting a question by usingthe second data, receiving an answer to the set question, anddetermining whether the answer is correct on the basis of the receivedanswer and the first data, when the second assigning process is executed(when the first data is assigned to checking an answer).

As has been clearly described above, in the session of thequestion-and-answer game, if the question-and-answer type of the targetquestion-and-answer data is ‘2’, the processor 150 functions as a secondquestion-and-answer processor for setting a question by using the thirddata, presenting a plurality of answer options by using the fourth data,receiving an option selected from the plurality of presented answeroptions, and determining whether the selected option is a correct optionon the basis of the received option and the fifth data, when the thirdassigning process is executed (when the whole of the third data isassigned to setting a question), and for setting a question by using apart of the third data, presenting a plurality of answer options byusing the remainder of the third data and the fourth data, receiving anoption selected from the plurality of presented answer options, anddetermining whether the selected option is a correct option on the basisof the received option and the fifth data, when the fourth assigningprocess is executed (when a part of the third data is assigned tosetting a question and the remainder is assigned to presenting answeroptions).

As has been clearly described above, in the session of thequestion-and-answer game, if the question-and-answer type of the targetquestion-and-answer data is ‘3’, the processor 150 functions as a thirdquestion-and-answer processor for setting a question by using the thirddata, presenting a plurality of answer options by using the fourth data,receiving an option selected from the presented answer options, anddetermining whether the selected option is a correct option on the basisof the received option and fifth data, when the third assigning processis executed (when the whole of the third data is assigned to setting aquestion), and for setting a question by using the whole of the thirddata and a part of the fourth data, presenting a plurality of answeroptions by using the remainder of the fourth data, receiving an optionselected from the presented answer options, and determining whether theselected option is a correct option on the basis of the received optionand the fifth data, when the fifth assigning process is executed (when apart of the fourth data is assigned to setting a question).

After finishing the correct-answer process or the incorrect-answerprocess, the processor 150 determines whether the next question can beset (step S8). The determination should be specified in accordance withthe rules of the question-and-answer game. For example, if a singlesession of the question-and-answer game ends after a predeterminednumber of question-and-answer processes is executed, it is checked instep S8 whether the question-and-answer process count reaches thepredetermined number. If a single session of the question-and-answergame ends within a predetermined period of time, it is checked in stepS8 whether the period of time left after subtracting the elapsed timesince the start of the session from the predetermined period of time isgreater than or equal to a predetermined time limit. If thedetermination made in step S8 is affirmative, the game process returnsto step S1. Then, the processes described above are repeated. In thegame process, the question-and-answer process and the determinationprocess are repeatedly executed for a plurality of questions. If thedetermination made in step S8 becomes negative, the processor 150outputs the result of the play (such as the number of correct answers)via the display unit 120 and the sound generator 130.

As has been described above, if the target question-and-answer data hasthe first structure, the game apparatus 100 sets a question by using thefirst data, and determines whether an answer to the set question iscorrect, on the basis of the answer to the question and the second data,when the first data assigner performs the first assigning process, andsets a question by using the second data and determines whether ananswer to the set question is correct, on the basis of the answer andthe first data, when the first data assigner performs the secondassigning process. Therefore, the game apparatus 100 can set a pluralityof questions by using the question-and-answer data 163 having the firststructure, in which the second data indicates a correct answer to thequestion indicated by the first data and the first data indicates acorrect answer to the question indicated by the second data.

If the target question-and-answer data has the second structure, thegame apparatus 100 sets a question by using the third data, presents aplurality of answer options by using the fourth data, and determineswhether an option selected from the presented answer options is acorrect option on the basis of the selected option and the fifth data,when the second data assigner executes the third assigning process, andsets a question by using a part of the third data, presents a pluralityof answer options by using the remainder of the third data and thefourth data, and determines whether an option selected from thepresented answer options is a correct option on the basis of theselected option and the fifth data, when the second data assignerexecutes the fourth assigning process. Therefore, the game apparatus 100can set a plurality of questions by using the question-and-answer data163 having the second structure, in which the fifth data indicates anincorrect answer option to the question indicated by the third data andthe remainder of the third data (part B in FIG. 8, for example)corresponds to an incorrect answer option of the question.

In a different embodiment using the question-and-answer data 163 havingthe second structure, where the fifth data indicates a correct answeroption to the question indicated by a part of the third data and theremainder (part B) of the third data corresponds to an incorrect answeroption, a plurality of questions can be set from the identicalquestion-and-answer data 163.

If the target question-and-answer data has the third structure, the gameapparatus 100 sets a question by using the third data, presents aplurality of answer options by using the fourth data, and determineswhether an option selected from the presented answer options is acorrect option on the basis of the selected option and the fifth data,when the third data assigner executes the third assigning process, andsets a question by using the whole of the third data and a part of thefourth data, presents a plurality of answer options by using theremainder of the fourth data, and determines whether an option selectedfrom the presented answer options is a correct option on the basis ofthe selected option and the fifth data, when the third data assignerexecutes the fifth assigning process. Therefore, the game apparatus 100can set a plurality of questions by using the question-and-answer data163 having the third structure, where the fifth data indicates anincorrect answer option to the question indicated by the third data, apart of the fourth data (part C in FIG. 9, for instance) corresponds toa correct answer option to the question, and the remainder of the fourthdata (part D in FIG. 9, for instance) includes a correct answer optionto the question.

In a different embodiment using the question-and-answer data 163 havingthe third structure, where the fifth data indicates a correct answeroption to the question indicated by the third data, a part of the fourthdata (part C in FIG. 9, for instance) corresponds to an incorrect answeroption to the question, and the remainder of the fourth data (part D inFIG. 9, for instance) includes an incorrect answer option to thequestion, a plurality of questions can be set from the identicalquestion-and-answer data 163. As has been described above, in anembodiment where the fifth data in the question-and-answer data 163 ofthe second or third structure indicates a correct answer option, data ofwhich the use can be changed (such as part B in the question-and-answerdata 163 of the second structure and part C in the question-and-answerdata 163 of the third structure) is used as data indicating an incorrectanswer option.

Questions set in the present embodiment require a reading ability ratherthan a listening comprehension ability or require a writing abilityrather than a speaking ability. In other embodiments, questionsrequiring a listening comprehension ability rather than a readingability or questions requiring a speaking ability rather than a writingability may be set. For example, in the question-and-answer data of thefirst structure shown in FIG. 7, the first data or the second data maybe sound data. Suppose that the first data is sound data expressing aword or a phrase and that the second data is text data expressing a wordor a phrase. If the first data is assigned to setting a question and thesecond data is assigned to checking an answer to the question, theprocessor 150 can set an audio question by supplying the first data tothe sound generator 130. When the player gives an answer to the word orphrase expressed by the sound, the processor 150 determines whether theanswer is correct on the basis of the second data assigned to checkingthe answer. If the second data is assigned to setting a question and thefirst data is assigned to checking an answer to the question, theprocessor 150 sets a visual question by supplying the second data to thedisplay unit 120. The game apparatus 100 has a sound input unit 170 forinputting sound, as shown in FIG. 2. When the player gives an answer byreading the word or phrase displayed on the display unit 120 aloud intothe sound input unit 170, the processor 150 determines whether theanswer is correct on the basis of the sound recognized from the inputanswer and the first data. Moreover, the question-and-answer data of thesecond structure shown in FIG. 8 or of the third structure shown in FIG.9 may have sound data as the third data or the fourth data. As has beendescribed above, at least one piece of data among the first to fourthdata can be non-text data.

In a different embodiment, the question-and-answer data 163 of the thirdstructure shown in FIG. 9 may use sound data assigned to setting aquestion as the third data and English text data as the fourth data. Forthe fourth data, the third assigning process of assigning the whole ofthe fourth data to presenting answer options and the fifth assigningprocess of assigning a part of the fourth data to setting a question andthe remainder to presenting answer options are executed selectively.

Some embodiments of the present invention have been described. Thepresent invention can also be implemented as a computer program thatincludes a sequence of computer-readable instructions describing themethods of the game apparatus 100 described above or as a programpackage bearing the computer program. The program package can be acomputer-readable information storage medium having the computer programrecorded thereon or a data carrier that transmits the computer program.The information storage medium can be any type of disk, tape, chip, orstick, as well as any form mentioned in the embodiments described above.The data carrier can be any type of network, wireless or wired. Thecomputer program may or may not be compiled.

1. A game apparatus comprising: a first memory for storing first dataand second data in association with each other; a first data assignerfor selectively executing a first assigning process of assigning thefirst data to setting a question and the second data to checking ananswer to the question, and a second assigning process of assigning thesecond data to setting a question and the first data to checking ananswer to the question; and a first question-and-answer processor forsetting a question for a player on the basis of the first data,receiving an answer to the set question from the player, and determiningwhether the received answer is correct on the basis of the second data,when the first data assigner executes the first assigning process, andfor setting a question for the player on the basis of the second data,receiving an answer to the set question from the player, and determiningwhether the received answer is correct on the basis of the first data,when the first data assigner executes the second assigning process
 2. Agame apparatus comprising: a second memory for storing third data,fourth data, and fifth data in association with each other; a seconddata assigner for selectively executing a third assigning process ofassigning the whole of the third data to setting a question and thewhole of the fourth data to presenting answer options to the question,and a fourth assigning process of assigning a part of the third data tosetting a question and the remainder of the third data and the whole ofthe fourth data to presenting answer options to the question; and asecond question-and-answer processor for setting a question for a playeron the basis of the third data, presenting a plurality of answer optionsfor the player on the basis of the fourth data, receiving a choice madeby the player from among the plurality of answer options, anddetermining whether the choice is correct on the basis of the fifthdata, when the second data assigner executes the third assigningprocess, and for setting a question for the player on the basis of thepart of the third data, presenting a plurality of answer options for theplayer on the basis of the remainder of the third data and the fourthdata, receiving a choice made by the player from among the plurality ofanswer options, and determining whether the choice is correct on thebasis of the fifth data, when the second data assigner executes thefourth assigning process.
 3. The game apparatus according to claim 2,wherein the fifth data indicates only an incorrect option irrespectiveof whether the second data assigner executes the third assigning processor the fourth assigning process.
 4. A game apparatus comprising: asecond memory for storing third data, fourth data, and fifth data inassociation with each other; a third data assigner for selectivelyexecuting a third assigning process of assigning the whole of the thirddata to setting a question and the whole of the fourth data topresenting answer options to the question, and a fifth assigning processof assigning the whole of the third data and a part of the fourth datato setting a question and the remainder of the fourth data to presentinganswer options to the question; and a third question-and-answerprocessor for setting a question for a player on the basis of the thirddata, presenting a plurality of answer options to the question for theplayer on the basis of the fourth data, receiving a choice made by theplayer from among the plurality of answer options, and determiningwhether the choice is correct on the basis of the fifth data, when thethird data assigner executes the third assigning process, and forsetting a question for the player on the basis of the third data and thepart of the fourth data, presenting a plurality of answer options to thequestion for the player on the basis of the remainder of the fourthdata, receiving a choice made by the player from among the plurality ofanswer options, and determining whether the choice is correct on thebasis of the fifth data, when the third data assigner executes the fifthassigning process.
 5. A game apparatus according to claim 4, wherein thefifth data indicates only an incorrect option irrespective of whetherthe third data assigner executes the third assigning process or thefifth assigning process.
 6. A computer program for a game apparatuscomprising a first memory for storing first data and second data inassociation with each other, the computer program making the gameapparatus function as: a first data assigner for selectively executing afirst assigning process of assigning the first data to setting aquestion and the second data to checking an answer to the question, anda second assigning process of assigning the second data to setting aquestion and the first data to checking an answer to the question; and afirst question-and-answer processor for setting a question for a playeron the basis of the first data, receiving an answer to the set questionfrom the player, and determining whether the received answer is correcton the basis of the second data, when the first data assigner executesthe first assigning process, and for setting a question to the player onthe basis of the second data, receiving an answer to the set questionfrom the player, and determining whether the received answer is correcton the basis of the first data, when the first data assigner executesthe second assigning process
 7. A computer program for a game apparatuscomprising a second memory for storing third data, fourth data, andfifth data in association with each other, the computer program makingthe game apparatus function as: a second data assigner for selectivelyexecuting a third assigning process of assigning the whole of the thirddata to setting a question and the whole of the fourth data topresenting answer options to the question, and a fourth assigningprocess of assigning a part of the third data to setting a question andthe remainder of the third data and the whole of the fourth data topresenting answer options to the question; and a secondquestion-and-answer processor for setting a question for a player on thebasis of the third data, presenting a plurality of answer options to thequestion for the player on the basis of the fourth data, receiving achoice made by the player from among the plurality of answer options,and determining whether the choice is correct on the basis of the fifthdata, when the second data assigner executes the third assigningprocess, and for setting a question for the player on the basis of thepart of the third data, presenting a plurality of answer options to thequestion for the player on the basis of the remainder of the third dataand the fourth data, receiving a choice made by the player from amongthe plurality of answer options, and determining whether the choice iscorrect on the basis of the fifth data, when the second data assignerexecutes the fourth assigning process.
 8. A computer program for a gameapparatus comprising a second memory for storing third data, fourthdata, and fifth data in association with each other, the computerprogram making the game apparatus function as: a third data assigner forselectively executing a third assigning process of assigning the wholeof the third data to setting a question and the whole of the fourth datato presenting answer options to the question, and a fifth assigningprocess of assigning the whole of the third data and a part of thefourth data to setting a question and the remainder of the fourth datato presenting answer options to the question; and a thirdquestion-and-answer processor for setting a question for a player on thebasis of the third data, presenting a plurality of answer options to thequestion for the player on the basis of the fourth data, receiving achoice made by the player from among the plurality of answer options,and determining whether the choice is correct on the basis of the fifthdata, when the third data assigner executes the third assigning process,and for setting a question for the player on the basis of the third dataand the part of the fourth data, presenting a plurality of answeroptions to the question for the player on the basis of the remainder ofthe fourth data, receiving a choice made by the player from among theplurality of answer options, and determining whether the choice iscorrect on the basis of the fifth data, when the third data assignerexecutes the fifth assigning process.
 9. A computer-readable storagemedium storing a computer program according to claim
 6. 10. Acomputer-readable storage medium storing a computer program according toclaim
 7. 11. A computer-readable storage medium storing a computerprogram according to claim 8.